A little feedback on the voth science consoles.
For reference,
this is what I'm talking about.
It has lots of shiny abilities. All their modifier's make them do what a normal science console would do a few ranks below it. (
Honestly, if the devs showed half as much restraint a year ago, that would have been
awesome!)
My problem with the voth set isn't what it does. It's that it doesn't do enough. My cardinal example is version that gives shield HP. It gives a little less then ~3/4 he HP a field generator console will for the same rank and rarity. On the surface, that's great! For a little bit less hp I get new abilities!
My problem is the abilities are so small they contribute less to a battle then the missing 1/4shield HP did!
Is there anyway we could get those 10% changes up to a 40-60% change, (or maybe even a 100%)?
Comments
These would have to do something like: 100% chance to gain bonus magnitude on any shield healing ability: (5% of magnitude per second for 5 seconds.) in order to justify the gimping of the core stat of the console.
so about the consoles, the low % probably is to take into account having 4-5 of them on some ships. 5 shots at 10% is a pretty good chance to get a decent shield heal AND they also add to your exotic damage attacks. On top of that, your ship, being sci, already has great shield mods. Likely, you can *afford* to lose a small amount of shield to gain chances @ extra damage and shield healing. Consider, as well, that shield healing is effectively shield cap. If your shields can take 10k damage and you can get a free heal for 1k, they are now like 11k shields. There is some risk from the random numbers, yes, but IMHO the overall gains here justify the losses assuming you have at least 3 of these consoles.
There are only 2 reasons. 1) you do not have access to a fleet embassy or 2) you got one for free from a dyson box. I have 2 of them that I got for free, for now, they are slightly less good but that lets me spend dill on something that is a lot bigger upgrade. For example, atm I need 200k FM & almost 100k dil for a set of elite pets... so buying a fleet anything else right now is not happening.
You get more damage for a grav well from the dmg proc on these consoles than you would from a full exotic damage console.
I use 4 of the grav Gen versions of them on my vesta. They are like the embassy consoles. When one procs they all proc.
If you go with the grav gen version that add hull damage, you're talking about the grav well doing 1,500 hull damage per grav well (if it always procs and all 5 proc) which also sucks when you're talking 42K hulls. Anyway, still see no compelling reason to use them unless you're a loner who refuses to join a fleet.
They can proc on every tic of the grav well. Not just on use. They also can proc on every tic of the wells made from the gravometric torp.
1) Allowing for a 10% chance to happen 1 in 10 times, therefore I can count on 10% of the shield heal and damage over a given time span.
2) I have two or three shield heals.
10% of the heal doesn't make up the lost 33.5% shield health over a equal mark and rarity shield generator even with three shield heals. Which means it's up to the damage to make up the gap.
10% of 300-400 -OR- 600-800 over the same time span even with five or six ability for it to feed off of doesn't end a fight fast enough before the extra 400-900 shield HP are missed.
I believe this setup was tested (if it was tested) on tactical escorts that have a low shield mod to start with, and the ability multiply damage almost without limit. Where as a science or engineering setup can't count large damage multipliers and does have a to count at least a little on greater shield.
Helpful Tools: Dictionary.com - Logical fallacies - Random generator - Word generator - Color tool - Extra Credits - List of common English language errors - New T6 Big booty tutorial